Surgeon

Stuck inside armies or hospitals, some doctors take it upon themselves to wander on their own to utilize their talents on their own accord. Be it to cut down crime or to study new and unknown physiologies, these rogues turn the smallest of weapons into a blade of life and death.

Health Expert

When you choose this archetype at 3rd level, you are experienced at stopping death from taking your patients. you can use your bonus action, rather than your action, to administer first aid and potentially stabilize an unconscious creature.

If you instead use your action and successfully stabilize them, they regain a number of hit points equal to your level in this class. Once you have stabilized a creature in this way, they cannot regain hit points in this way again until they finish a long rest.

Scalpel, Please

Also at 3rd level, you gain the following benefits:

Surgical Precision

At 3rd level, your medical knowledge can aid you in targeting vital points. you can spend a bonus action to make an Wisdom (Medicine) checks against the creatures Constitution (Deception) check. On a success, your attacks score a critical hit on a roll of 19 or 20 against that creature. This ends after one minute, or when you strike a critical hit against the creature.

Field Medic

At 9th level, you can use your talent to perform quick aid to your injured allies. You have a pool of d6 equal to your Sneak Attack. During a short rest, you can heal creatures within 5 feet of you by spending any of these dice. The maximum number of dice you can spend at once is equal to your proficiency bonus. Roll the dice you spend, add them together, and restore a number of hit points equal to double the total.

Once you have healed a creature in this way, you can’t heal them again until your next short rest.

Your pool regains all expended dice when you finish a long rest.

Resilient Doctor

At 13th level, you gain proficiency in Constitution saving throws, and gain resistance to poison damage.

Precise Cuts

At 17th level, you can leave behind deep lacerations or good cures. Creatures you damage with your sneak attack take half your sneak attack in damage at the start of their next turn.

As a bonus action, you can also spend your 1 die from your healing pool to cure an ally 5 feet away from being blinded, paralyzed, poisoned, or deafened.